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Rook Jumping Maze Design Considerations

Rook Jumping Maze Design Considerations. Todd Neller 1 Adrian Fisher 2 Munyaradzi Choga 1 Samir Lalvani 1 Kyle McCarty 1 1 Gettysburg College 2 Adrian Fisher Design Ltd. Rook Jumping Maze.

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Rook Jumping Maze Design Considerations

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  1. Rook Jumping Maze Design Considerations Todd Neller1 Adrian Fisher2 Munyaradzi Choga1 Samir Lalvani1 Kyle McCarty1 1Gettysburg College 2Adrian Fisher Design Ltd.

  2. Rook Jumping Maze • Specification: grid size, start state (square), goal state, jump numbers for each non-goal state. • Jump number: Move exactly that many squares up, down,left, right. (Not diagonally.) • Objectives: • Find a path from start to goal. • Find the shortest of these paths.

  3. Rook Jumping Maze History • Sam Loyd’s 1898 “Back from the Klondike” • Queen Jumping Maze • Created to defeat Euler’s backtracing method • 1990: Robert Abbott “Jumping Jim” • 1991: Adrian Fisher Human-size RJM • 1997: Robert Abbott “Number Maze”

  4. Puzzle Design as Search • The number of possible 55 rook jumping mazes configurations with a center goal:41638>2.81013(a lot) • The number of possible nnmazes is bounded above by (n-1)n2. • The number of good puzzle configurations is considerably less (many needles in a very large haystack). • We can’t generate and test all configurations. • We can search for a good one.

  5. The Search Problem • 1) We need a way to rate the maze relative (un)desirability • e.g. penalize if goal not reachable from a state • 2) we need a method for looking around: • Start with a randommaze configuration • Change a random position to a random different jump • Accept all improvements, reject changes for the worse with high probability

  6. Rook JumpingMaze Generation • The prime design challenge is to define a good energy function, scoring a maze’s undesirability. • What are desirable/undesirable characteristics? • Goal reachability, reachable states, black holes, white holes, start/goal locations, shortest solution uniqueness, minimum solution path length, forward/backward decisions, initial forced moves, same jump clusters

  7. Penalize No Unique Shortest Solution • We want to have a solution, and that solution should be uniquely shortest. • Strongly penalize mazes with no solution. • Let |S| be the number of states. • Score: If there is no unique shortest solution, add |S|3 to the undesirability score.

  8. Black Holes and White Holes • Black hole: Group of reachable states that are non-reaching, i.e. can reach from initial state, but can’t reach goal (“forward dead end”) • White hole: Group of unreachable states that are reaching, i.e. can’t reach from initial state, but can reach goal (“backward dead end”) • We penalize black holes, but don’t penalize white holes. • Black holes force a restart, encouraging disengagement. • White holes increase the difficulty of visual backtracing.

  9. White Hole Example

  10. Penalize Non-reaching States • We want to have all reachable states to have a path to the goal. (No black holes.) • Thus, unreaching states must also be unreachable  wasted maze space. • Score: Add |S|2 per unreaching state, i.e. state with no path to goal.

  11. PenalizeInitial Forced Moves • Initial forced moves worsen the maze design. • Let m be the number of initial forced moves. • Score: Add m2. • Non-corner initial states allow initial forced moves. • Restrict initial state to upper-left corner. • Allow goal state in any other position for variety.

  12. Reward many decisions • We prefer decisions over forced moves, working forward or working backward • df, db – number of forward, backward decisions along optimal solution path, respectively • Score: Subtract min(df, db).

  13. Penalize Large Jump Clusters • A same jump cluster is a group of states with the same jump number that are all reachable from each other: • For each samejump cluster J,let |J| be the size. • Score: Add(|J| - 1) 2.

  14. What Do You Observe? Start StartStartStartStartStartStartStartStartStartStartStartStartStartStartStart

  15. “Jump Maze” iPhone App • Free on Apple iStore • Twofold cognitive challenge • Perception of graph topology • Memory of past moves • Hint feature: highlight visited states • Notes: • 55 challenging for average user • Checkerboard, colors aid visually • 10,000 cached mazes for speed • Rook Jumping Maze of the Day: • http://tinyurl.com/rjmaze

  16. Variations • Many variations are possible: • Use different regular tilings, e.g. triangular or hexagonal.  • Topologicalconstraints may be added (e.g. impassable walls/tiles) or removed (e.g. toroidal wrap-around). • Movementconstraints may be varied as well. • Add diagonal moves  Queen Jumping Maze • Abbott's "no-U-turn" rule increases state complexity

  17. Summary • Stochastic local search is a simple, powerful algorithm for finding good configurations in a vast space of configurations, if: • One can identify a good “local” step, and • One can characterize relative (un)desirability via an energy function. • We’ve presented a number of features useful for defining a good RJM design energy function. • Everything you’d ever want to know about RJMs: • http://tinyurl.com/rjmaze • Questions?

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